]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/minelayer.qc
Show the particle effect of the muzzle flash at the gun's actual muzzle position...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / minelayer.qc
index d8075c9fe4d167cf127b4411252bb7cdd75f58db..63662bddb9dccf17dfa04d904cb5ef3cf36bdfc8 100644 (file)
@@ -27,7 +27,7 @@ void W_MineLayer_Stick(entity this, entity to)
 
        newmine.takedamage = this.takedamage;
        newmine.damageforcescale = this.damageforcescale;
-       newmine.health = this.health;
+       SetResourceExplicit(newmine, RES_HEALTH, GetResource(this, RES_HEALTH));
        newmine.event_damage = this.event_damage;
        newmine.spawnshieldtime = this.spawnshieldtime;
        newmine.damagedbycontents = true;
@@ -67,19 +67,17 @@ void W_MineLayer_Explode(entity this, entity directhitentity)
        RadiusDamage(this, this.realowner, WEP_CVAR(minelayer, damage), WEP_CVAR(minelayer, edgedamage), WEP_CVAR(minelayer, radius), NULL, NULL, WEP_CVAR(minelayer, force), this.projectiledeathtype, this.weaponentity_fld, directhitentity);
 
        .entity weaponentity = this.weaponentity_fld;
-       if(this.realowner.(weaponentity).m_weapon == WEP_MINE_LAYER)
+       Weapon thiswep = WEP_MINE_LAYER;
+       if(this.realowner.(weaponentity).m_weapon == thiswep)
        {
                entity own = this.realowner;
-               Weapon w = WEP_MINE_LAYER;
-               if(!w.wr_checkammo1(w, own, weaponentity))
+               if(!thiswep.wr_checkammo1(thiswep, own, weaponentity))
                {
-                       own.cnt = WEP_MINE_LAYER.m_id;
-                       int slot = weaponslot(weaponentity);
-                       ATTACK_FINISHED(own, slot) = time;
+                       own.cnt = thiswep.m_id;
+                       ATTACK_FINISHED(own, weaponentity) = time;
                        own.(weaponentity).m_switchweapon = w_getbestweapon(own, weaponentity);
                }
        }
-       this.realowner.(weaponentity).minelayer_mines -= 1;
        delete(this);
 }
 
@@ -100,19 +98,17 @@ void W_MineLayer_DoRemoteExplode(entity this)
                                                NULL, NULL, WEP_CVAR(minelayer, remote_force), this.projectiledeathtype | HITTYPE_BOUNCE, this.weaponentity_fld, NULL);
 
        .entity weaponentity = this.weaponentity_fld;
-       if(this.realowner.(weaponentity).m_weapon == WEP_MINE_LAYER)
+       Weapon thiswep = WEP_MINE_LAYER;
+       if(this.realowner.(weaponentity).m_weapon == thiswep)
        {
                entity own = this.realowner;
-               Weapon w = WEP_MINE_LAYER;
-               if(!w.wr_checkammo1(w, own, weaponentity))
+               if(!thiswep.wr_checkammo1(thiswep, own, weaponentity))
                {
-                       own.cnt = WEP_MINE_LAYER.m_id;
-                       int slot = weaponslot(weaponentity);
-                       ATTACK_FINISHED(own, slot) = time;
+                       own.cnt = thiswep.m_id;
+                       ATTACK_FINISHED(own, weaponentity) = time;
                        own.(weaponentity).m_switchweapon = w_getbestweapon(own, weaponentity);
                }
        }
-       this.realowner.(weaponentity).minelayer_mines -= 1;
        delete(this);
 }
 
@@ -226,15 +222,7 @@ void W_MineLayer_Touch(entity this, entity toucher)
        if(this.move_movetype == MOVETYPE_NONE || this.move_movetype == MOVETYPE_FOLLOW)
                return; // we're already a stuck mine, why do we get called? TODO does this even happen?
 
-       if(WarpZone_Projectile_Touch(this, toucher))
-       {
-               if(wasfreed(this))
-               {
-                       .entity weaponentity = this.weaponentity_fld;
-                       this.realowner.(weaponentity).minelayer_mines -= 1;
-               }
-               return;
-       }
+       PROJECTILE_TOUCH(this, toucher);
 
        if((toucher && IS_PLAYER(toucher) && !IS_DEAD(toucher)) || toucher.owner == this.owner)
        {
@@ -249,7 +237,7 @@ void W_MineLayer_Touch(entity this, entity toucher)
 
 void W_MineLayer_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
 {
-       if(this.health <= 0)
+       if(GetResource(this, RES_HEALTH) <= 0)
                return;
 
        float is_from_enemy = (inflictor.realowner != this.realowner);
@@ -257,10 +245,10 @@ void W_MineLayer_Damage(entity this, entity inflictor, entity attacker, float da
        if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, (is_from_enemy ? 1 : -1)))
                return; // g_projectiles_damage says to halt
 
-       this.health = this.health - damage;
+       TakeResource(this, RES_HEALTH, damage);
        this.angles = vectoangles(this.velocity);
 
-       if(this.health <= 0)
+       if(GetResource(this, RES_HEALTH) <= 0)
                W_PrepareExplosionByDamage(this, attacker, W_MineLayer_Explode_think);
 }
 
@@ -272,7 +260,8 @@ void W_MineLayer_Attack(Weapon thiswep, entity actor, .entity weaponentity)
        // scan how many mines we placed, and return if we reached our limit
        if(WEP_CVAR(minelayer, limit))
        {
-               if(actor.(weaponentity).minelayer_mines >= WEP_CVAR(minelayer, limit))
+               int minecount = W_MineLayer_Count(actor, weaponentity);
+               if(minecount >= WEP_CVAR(minelayer, limit))
                {
                        // the refire delay keeps this message from being spammed
                        Send_Notification(NOTIF_ONE, actor, MSG_MULTI, WEAPON_MINELAYER_LIMIT, WEP_CVAR(minelayer, limit));
@@ -283,8 +272,8 @@ void W_MineLayer_Attack(Weapon thiswep, entity actor, .entity weaponentity)
 
        W_DecreaseAmmo(thiswep, actor, WEP_CVAR(minelayer, ammo), weaponentity);
 
-       W_SetupShot_ProjectileSize(actor, weaponentity, '-4 -4 -4', '4 4 4', false, 5, SND_MINE_FIRE, CH_WEAPON_A, WEP_CVAR(minelayer, damage), WEP_MINE_LAYER.m_id);
-       Send_Effect(EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
+       W_SetupShot_ProjectileSize(actor, weaponentity, '-4 -4 -4', '4 4 4', false, 5, SND_MINE_FIRE, CH_WEAPON_A, WEP_CVAR(minelayer, damage), thiswep.m_id);
+       W_MuzzleFlash(actor, weaponentity, EFFECT_ROCKET_MUZZLEFLASH, w_shotorg, w_shotdir * 1000);
 
        mine = WarpZone_RefSys_SpawnSameRefSys(actor);
        mine.weaponentity_fld = weaponentity;
@@ -300,14 +289,14 @@ void W_MineLayer_Attack(Weapon thiswep, entity actor, .entity weaponentity)
 
        mine.takedamage = DAMAGE_YES;
        mine.damageforcescale = WEP_CVAR(minelayer, damageforcescale);
-       mine.health = WEP_CVAR(minelayer, health);
+       SetResourceExplicit(mine, RES_HEALTH, WEP_CVAR(minelayer, health));
        mine.event_damage = W_MineLayer_Damage;
        mine.damagedbycontents = true;
        IL_PUSH(g_damagedbycontents, mine);
 
        set_movetype(mine, MOVETYPE_TOSS);
        PROJECTILE_MAKETRIGGER(mine);
-       mine.projectiledeathtype = WEP_MINE_LAYER.m_id;
+       mine.projectiledeathtype = thiswep.m_id;
        mine.weaponentity_fld = weaponentity;
        setsize(mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
 
@@ -329,6 +318,7 @@ void W_MineLayer_Attack(Weapon thiswep, entity actor, .entity weaponentity)
        CSQCProjectile(mine, true, PROJECTILE_MINE, true);
 
        // muzzle flash for 1st person view
+       // TODO: handle on the client
        flash = spawn();
        setmodel(flash, MDL_MINELAYER_MUZZLEFLASH); // precision set below
        SUB_SetFade(flash, time, 0.1);
@@ -338,8 +328,6 @@ void W_MineLayer_Attack(Weapon thiswep, entity actor, .entity weaponentity)
        // common properties
 
        MUTATOR_CALLHOOK(EditProjectile, actor, mine);
-
-       actor.(weaponentity).minelayer_mines = W_MineLayer_Count(actor, weaponentity);
 }
 
 bool W_MineLayer_PlacedMines(entity this, .entity weaponentity, bool detonate)
@@ -365,7 +353,8 @@ bool W_MineLayer_PlacedMines(entity this, .entity weaponentity, bool detonate)
 METHOD(MineLayer, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
 {
     // aim and decide to fire if appropriate
-    if(actor.(weaponentity).minelayer_mines >= WEP_CVAR(minelayer, limit))
+    int minecount = W_MineLayer_Count(actor, weaponentity);
+    if(minecount >= WEP_CVAR(minelayer, limit))
         PHYS_INPUT_BUTTON_ATCK(actor) = false;
     else
         PHYS_INPUT_BUTTON_ATCK(actor) = bot_aim(actor, weaponentity, WEP_CVAR(minelayer, speed), 0, WEP_CVAR(minelayer, lifetime), false);
@@ -439,7 +428,7 @@ METHOD(MineLayer, wr_aim, void(entity thiswep, entity actor, .entity weaponentit
         // but don't fire a new shot at the same time!
         if(desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
             PHYS_INPUT_BUTTON_ATCK2(actor) = true;
-        if((skill > 6.5) && (selfdamage > actor.health))
+        if((skill > 6.5) && (selfdamage > GetResource(actor, RES_HEALTH)))
             PHYS_INPUT_BUTTON_ATCK2(actor) = false;
         //if(PHYS_INPUT_BUTTON_ATCK2(actor) == true)
         //     dprint(ftos(desirabledamage),"\n");
@@ -448,10 +437,12 @@ METHOD(MineLayer, wr_aim, void(entity thiswep, entity actor, .entity weaponentit
 }
 METHOD(MineLayer, wr_think, void(entity thiswep, entity actor, .entity weaponentity, int fire))
 {
+       actor.(weaponentity).minelayer_mines = W_MineLayer_Count(actor, weaponentity);
+
     if(autocvar_g_balance_minelayer_reload_ammo && actor.(weaponentity).clip_load < WEP_CVAR(minelayer, ammo)) // forced reload
     {
         // not if we're holding the minelayer without enough ammo, but can detonate existing mines
-        if(!(W_MineLayer_PlacedMines(actor, weaponentity, false) && GetResourceAmount(actor, thiswep.ammo_type) < WEP_CVAR(minelayer, ammo))) {
+        if(!(W_MineLayer_PlacedMines(actor, weaponentity, false) && GetResource(actor, thiswep.ammo_type) < WEP_CVAR(minelayer, ammo))) {
             thiswep.wr_reload(thiswep, actor, weaponentity);
         }
     }
@@ -472,12 +463,11 @@ METHOD(MineLayer, wr_think, void(entity thiswep, entity actor, .entity weaponent
 }
 METHOD(MineLayer, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
 {
-    //int slot = 0; // TODO: unhardcode
     // actually do // don't switch while placing a mine
-    //if(ATTACK_FINISHED(actor, slot) <= time || PS(actor).m_weapon != WEP_MINE_LAYER)
+    //if(ATTACK_FINISHED(actor, weaponentity) <= time || PS(actor).m_weapon != WEP_MINE_LAYER)
     //{
-        float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR(minelayer, ammo);
-        ammo_amount += actor.(weaponentity).(weapon_load[WEP_MINE_LAYER.m_id]) >= WEP_CVAR(minelayer, ammo);
+        float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR(minelayer, ammo);
+        ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR(minelayer, ammo);
         return ammo_amount;
     //}
     //return true;